Development Cycle Archive
Thread: IC 1-9: Combat Roles; Pikeman
What defines thePikeman role in combat?
Pikeman should be slow, heavy damaging, and have an extended meele range
What basic combat elements should they possess?
The ability to do massive damage with a single hit, but at the cost of slow speed
What offensive abilities?
Area attacks, knockdown, dizzy, stun, and bleeds
What defensive abilities?
Block, High Toughness
What unique abilities?
They should possess the ability to ride a mount and use their (polearm)weapon to attack creatures and players.
Should add what advantage or asset in group combat?
Pikeman should be able to soak up large amounts of damage and do high damaging area attacks
How could/should they interact with other professions?
They should be the basic tank and melee warrior of any group
What interaction / dependencies should exist with other combatants?
Same as above
What should be their unique role in the Galactic Civil War?
Their ability to attack with high, long ranged melee,and be able to be a great solo or group player
VihVan,
Pikemans offences should not be slow, and I think we have all ready put to bed the whole idea of attacking from mounts. Please read all the posts before you bring up yet another Mounted Pikeman arguement LOL
You want to see a pikeman ?
Play Lu Bu in dynasty warriors 4, there u'll have all ur answers about what a pikeman is.
you know, I would have to agree with the earlier posts, because we do use mutiple types of weapons, The staff is defense, the lance is offense
Why not get rid of the Offensive and Defensive trees and make it into a Staff Tree and a Lance Tree, with specials for the two different types of weapons, then The stances and support trees contain bonuses for all weapons.
#2 Selection of weapons for pike man is not the greatest either.
#3 Pikeman should also get a good attack speed. Thats mainly what being a pikeman is about. Fast Attack speed.
Being able to hit multiple opponents to protect your group and prevent death
pikeman should not be "hella" slow. they should be in between fencers and swordsmen for speed, and the same should apply to power. this is, however, assuming that swordsmen won't cap with a few +speed tapes. as it is, a Master Swordsman can hit the cap with +25 2h melee speed fairly easily. combine this with thier massive damage, and pikemen are outclassed. pikemen either need more base speed w/ damage tacked on (a x4 modifier on polearmhit3) vis a vie better crafted weapons, or better defenses.
we've got less toughness than swordsmen, but swordsmen also have counterattack, which seems to be working like a form of dodge. pikemen have block. block sucks. half damage wouldn't be so bad if counterattack let in full damage, and guaranteed the next swing to be a hit. I think most of the pike community would stop complaining if that was the case, however, it doesn't seem to work like that. we take half damage, fencers and swordsmen take no damage, and TKA's defense acuity is, afaik, still broken.
HAM is way too high. Sure, I like playing w/ my reinforced combat staff, but I hate having to use it for specials. I used to play a TKM, I could spam specials, and pop a heal every 8 or so sec. as a pikeman, I'm out of health and action in 2 or 3 swings. It wouldn't be so bad if those swings were deadly, but they're not. they're weak.
this entire profession is weak. specials are slow and underpowered, HAM is much too costly, we're outclassed in AoE by 2h swordsmen, our toughness sucks, and the only state def we excel at is def. vs. stun (which nobody knows for certain what stun does, though there are theories). block lets in half damage while dodge and counterattack mitigate all damage, and we've got no real place in PvP. other than our fancy specials, we're not unique (excluding looted weapons).
fix us!